Remove secondary component cache
This commit is contained in:
parent
09892c0524
commit
c66dd322f9
10
component.go
10
component.go
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@ -43,7 +43,7 @@ func componentIDByName(name string) componentID {
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if !w.haveSystemComponentName[name] {
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w.systemComponentNames = append(w.systemComponentNames, name)
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w.haveSystemComponentName[name] = true
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id := newComponentID() // ComponentNames index now aligns with componentID
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id := newComponentID()
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return id
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}
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@ -88,7 +88,13 @@ func (e Entity) With(f interface{}) {
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args := make([]reflect.Value, numIn)
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for i := 0; i < numIn; i++ {
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id := componentIDByName(t.In(i).String())
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args[i] = reflect.ValueOf(components[id])
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arg := reflect.ValueOf(components[id])
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if components[id] == nil {
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arg = reflect.New(t.In(i)).Elem()
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}
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args[i] = arg
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}
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v.Call(args)
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@ -24,9 +24,6 @@ func NewEntity() Entity {
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w.allEntities = append(w.allEntities, w.maxEntityID)
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w.components = append(w.components, make([]interface{}, w.maxComponentID+1))
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for i := range w.systems {
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w.systemComponents[i] = append(w.systemComponents[i], make([]interface{}, w.maxComponentID+1))
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}
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return w.maxEntityID
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}
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41
world.go
41
world.go
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@ -57,7 +57,6 @@ type world struct {
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systemNeeds [][]componentID // Slice of ComponentIDs needed by each system.
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systemUses [][]componentID // Slice of ComponentIDs used by each system.
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systemComponentIDs [][]componentID // Slice of ComponentIDs needed or used by each system.
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systemComponents [][][]interface{} // Slice of components for matching entities.
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systemComponentFields [][]reflect.Value // Slice of component struct fields used by each system.
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systemReceivesUpdate []bool
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@ -76,8 +75,6 @@ type world struct {
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cacheTime time.Duration
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ctx *context
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entityMutex sync.Mutex
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componentMutex sync.Mutex
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@ -93,8 +90,6 @@ func newWorld() *world {
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haveSystemComponentName: make(map[string]bool),
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}
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w.ctx = &context{}
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// Pad slices to match IDs starting with 1.
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w.components = append(w.components, nil)
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w.systemComponentNames = append(w.systemComponentNames, "")
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@ -113,7 +108,6 @@ func AddSystem(system System) {
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w.systemReceivesUpdate = append(w.systemReceivesUpdate, true)
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w.systemReceivesDraw = append(w.systemReceivesDraw, true)
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w.systemEntities = append(w.systemEntities, nil)
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w.systemComponents = append(w.systemComponents, nil)
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w.systemComponentFields = append(w.systemComponentFields, nil)
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w.entityMutex.Lock()
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@ -175,28 +169,25 @@ func AddSystemAfter(system System, after ...System) {
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}
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*/
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func (w *world) setSystemComponentFields(i int) {
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func (w *world) setSystemComponentFields(e Entity, i int) {
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//log.Println(len(w.systemComponentFields[i]))
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//log.Println(w.systemComponentFields[i])
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for j, field := range w.systemComponentFields[i] {
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//log.Println(j, field, field.String())
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id := w.systemComponentIDs[i][j]
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//log.Println("SYSTEM", i, "FIELD", j, "ID", id)
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if w.ctx.components[id] == nil {
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if w.components[e][id] == nil {
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field.Set(reflect.Zero(field.Type()))
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} else {
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field.Set(reflect.ValueOf(w.ctx.components[id]))
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field.Set(reflect.ValueOf(w.components[e][id]))
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}
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}
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}
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func (w *world) updateSystem(i int) (int, error) {
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w.ctx.systemIndex = i
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w.ctx.allowed = w.systemComponentIDs[i]
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updated := 0
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for _, entity := range w.systemEntities[i] {
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w.ctx.components = w.systemComponents[i][entity]
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w.setSystemComponentFields(i)
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w.setSystemComponentFields(entity, i)
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err := w.systems[i].Update(entity)
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if err != nil {
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@ -220,7 +211,6 @@ func (w *world) _handleRemovedEntities() {
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for j, e := range w.systemEntities[i] {
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if e == entity {
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w.systemEntities[i] = _removeAt(w.systemEntities[i], j)
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w.systemComponents[i][entity] = w.systemComponents[i][entity][:0] // TODO Could this lead to memory issues?
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continue REMOVED
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}
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}
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@ -247,15 +237,6 @@ func (w *world) _handleModifiedEntities() {
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w.handledModifiedEntities[entity] = true
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for i := range w.systems {
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l := len(w.systemComponents[i])
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if l != int(w.maxEntityID+1) {
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w.systemComponents[i] = append(w.systemComponents[i], make([][]interface{}, int(w.maxEntityID+1)-l)...)
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}
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if len(w.systemComponents[i][entity]) != int(w.maxComponentID+1) {
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w.systemComponents[i][entity] = make([]interface{}, w.maxComponentID+1)
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}
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systemEntityIndex := -1
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for j, systemEntity := range w.systemEntities[i] {
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if systemEntity == entity {
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@ -271,15 +252,8 @@ func (w *world) _handleModifiedEntities() {
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skip = true
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break
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}
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w.systemComponents[i][entity][componentID] = c
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}
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if !skip {
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for _, componentID := range w.systemUses[i] {
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c := entity.getComponent(componentID)
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w.systemComponents[i][entity][componentID] = c
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}
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if systemEntityIndex != -1 {
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// Already attached.
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continue
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@ -293,8 +267,6 @@ func (w *world) _handleModifiedEntities() {
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} else if systemEntityIndex != -1 {
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// Detach from system.
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w.systemEntities[i] = _removeAt(w.systemEntities[i], systemEntityIndex)
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w.systemComponents[i][entity] = w.systemComponents[i][entity][:0] // TODO Could this lead to memory issues?
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}
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}
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}
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@ -362,12 +334,9 @@ func CurrentUpdates() int {
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}
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func (w *world) drawSystem(i int, screen *ebiten.Image) (int, error) {
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w.ctx.systemIndex = i
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w.ctx.allowed = w.systemComponentIDs[i]
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var drawn int
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for _, entity := range w.systemEntities[i] {
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w.ctx.components = w.systemComponents[i][entity]
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w.setSystemComponentFields(i)
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w.setSystemComponentFields(entity, i)
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err := w.systems[i].Draw(entity, screen)
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if err != nil {
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